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Unlike the Source days, Global Offensive has been getting constant love from Valve, in the form of tweaks and balance changes that often arrive once a week or more. Just in the last month, there’s been some huge updates to the game that have improved its balance immensely; foremost among these has been an adjustment that reduces the power of the CZ75-Auto, a pistol that has been oft-complained about for being too good since its addition to the game. A legendary map has also gotten a complete rework recently, with stellar results. Valve’s effort in this regard has paid off, and the state of CS:GO today is a far cry from the poorly-received game that launched two years ago.CS:GO’s developers have also made a version of CS that’s far more accessible for new players than any of the previous iterations have ever been. A ranked matchmaking system, similar to those of League of Legends or DOTA 2, ensures players can play against people of a similar skill level to them, rather than having to join a random server and hope they don’t get stomped, which was the Source/1.6 way of playing. There’s also casual game modes like Arms Race, which always existed in older CS games as mods, but are now official game modes. The value that this accessibility offers in terms of turning new players into fans or participants in the competitive scene is hard to measure, but it certainly can’t hurt.A combination of increased malware and virus activity along with lax updates and regression on free antivirus suites has narrowed the field down to a handful of worthy packages. Older chart toppers like AVG have fallen hard and fast, while outside-the-PC solutions such as router-based antivirus scanning (some routers offer full-service antivirus solutions built right into the firmware, blocking threats before they ever touch your PC) have become new preliminary lines of defense. It’s a whole new world out there, with more threats and vectors of attack but fewer worthwhile defenders.

Valve also laid out the ethical obligations of pro players, managers, and team staff, who "should under no circumstances gamble on CS:GO matches, associate with high volume CS:GO gamblers, or deliver information to others that might influence their CS:GO bets."Valve delayed the CS:GO beta, which was due to launch in October, because of feedback given by professional Counter-Strike 1.6 players.Team Fortress 2 and Day of Defeat: Source are both less played and less competitive, and would probably not be as responsive to being pushed towards eSports than CS:GO, so why they’re letting one of their biggest money makers just sit there is a weird thing to me. Then again, I don’t think Valve has thought about Day of Defeat: Source since 2006.This makes them viable targets to begin with. But now, games such as CounterStrike: Global Offensive (CS:GO) have grown into an actual business. They offer various ‘skins’ for weapons within the game that are purely aesthetic but nonetheless desired. There are hundreds of variations, and Valve adds a minimum of twenty of them every other month.

In 2012 it wasn’t especially clear that Valve, who did not reply to a request for comment for this story, intended to dedicate significant resources to Global Offensive post-launch (memes about the seemingly modest size of Valve’s CS:GO team were still being kicked around six months ago). Most of the production of CS:GO was done by Hidden Path, also known for the Defense Grid series, who had about 30 people working on it before release. “Valve's involvement grew continually during the final pre-launch phase,” as Hidden Path CEO Jeff Pobst told me. When I reached out to Hidden Path to talk about CS:GO’s origins, Pobst shed light on an the biggest challenge that CS:GO faced before release: how to unify the deeply entrenched Source and CS 1.6 communities under a single game. “Initially we started working with the Valve folks to bring CS:S to console. The project grew over time to become something much larger because the folks at Valve were really interested in exploring if there was anything that could be done to try to bring together the two existing groups of CS players,” said Pobst.It's a system that tends to push players to spend a little at first to see if they get lucky, before they feel compelled to spend a whole lot more in hopes of earning their initial investment back.

Recently Steam users and developers began to discover that gifting in Russian and Commonwealth of Independent States (CIS) regions no longer worked outside of particular regions. Soon it became evident that Southeast Asia, South America, and Turkey were also affected. The short version? No more trading between those areas and Western territories like the United States. The long version, as uncovered by intrepid souls on Reddit, is quite comprehensive: These restrictions appear to apply to all games, regardless of specific locks (or a lack thereof) publishers might've had in place.Oddly, just as in gambling at a casino, the skins are akin to casino tokens, which are indirect representations of real money and are indeed a part of the regulations surrounding gambling and casinos. So perhaps even this indirect betting could be considered actually illegal if brought to the attention of Law Enforcement or the Department of Justice."By design, the Items Workshop has very low friction for artists to submit their work – new contributions do not require Valve review or approval. To ensure that these contributions represent original content, we require that all Workshop contributors sign a legal agreement confirming that their contributions are original. We also enable the community to monitor Workshop submissions and identify copies and plagiarism via the report flag." Valve aren't messing around with their response, which contains some heavy punishments for the IP infringing item-makers:

CS: GO wouldn't experience a very successful launch. Priced at $14.99 it sold more than a million units within one week, but wasn't able to retain a high activity average among its playerbase. Within a couple months most players would transition to Call of Duty: Black Ops 2, Halo 4, or even return to CS 1.6 or Battlefield 3 for their shooter fix, resulting in a sub-50,000 concurrent player count for what Valve hoped would be its premier FPS for the next decade.This is Crown: a new map for Counter-Strike: Global Offensive nine months in the making. After over 100 substantial revisions across those nine months, Crown is nearly finished. It was designed with two goals: to make CS:GO's hardcore fans happy while disrupting GO's stagnant competitive map pool. It's inspired by classic maps like Dust2 and Inferno. But it's built to be even better. Just as CS:GO is a new evolution for the Counter-Strike franchise, Crown is a map which seeks to learn from the best and build upon the principles that have kept Dust2 and Inferno in competitive play for more than a decade. At heart, a map is an idea. Great maps conjure singular, iconic images in our minds. Dust2: the sandy desert village. Inferno: a labyrinth of grainy alleyways. Nuke: a towering facility. These places do not exist except in-game and in our collective consciousness. There's also an argument to be made that since Valve is making a killing off these cases, it naturally feels incentivized to devote more resources to post-release development of the game. During the past year the game has seen the addition of a new weapon, hitboxes, culling, animations, and more. This support has made the game better, and is part of the reason why the game is so big it can challenge Dota 2's concurrent player count.